Posted July 10, 2018 by KPD
Beholdin’ 8_5after a couple of minor bug fixes, beholdin’ 8_5 is here! I took notes after a handful of new users sent me surprisingly thoughtful feedback around the game, and managed to build another set of rooms + a mechanic to go with them. 8_5 brings with it some visual improvements around Crystals, as well as some changes to my shaders to allow for various blend types(mostly just multiply and additive in a more generic way).
New Baddy - The Tank is like a more mobile Turret, with a bit more firepower!
New Rooms - The Wavy rooms have a tenuous grasp of solidity.
New Mechanic - Bullets of all kinds take a break when you shoot them through a slow zone.
Changed - Doors No longer take control away from you, and allow you to choose when to enter.
Changed - Some Particle Effects more accurately display their origin.
Changed - Crystals no longer ejecta soul when killed. Also have new health indicators.
Changed - reduced visual impact of the Gibs to prevent confusion
Thanks for playing! Next Milestone is some changes to the procedural generation of Enemy Waves + Rooms to give me a little more bespoke control with custom rulesets. instead of a strict weighted list, I’m hoping to be able to make rules like “Spawn exactly 1 Reflect Snake and any of the following”. The same kind of change will be applied to the Room picker. I’m also going to rework the Tree Branch/Spikes floor - the Spikes mechanic is no good as is, but I will be reusing the tree branch visuals with an explosive new mechanic.